3: The TN to create a disguise is reduced by 5.
5: The TN to create a disguise is reduced by 10 in total.
7: The TN to create a disguise is reduced by 15 in total.
3: You gain an Artisan emphasis for free. This does not count against the maximum number of Emphases you may have in this skill.
5: You can reroll any Artisan roll once with a -5 penalty, but this increases the time taken by 50%.
7: You can retreat into your art, finding respite there. If you spend one hour creating art, and succeed at an Artisan/Void roll with a TN of 25, you regain 1 Void Point.
3: You gain +1k0 to all social skill rolls made in writing
5: The character gains a bonus of +10 when attempting to break a code or cipher.
7: You gain +0k1 to all social skill rolls made in writing (this stacks with the Rank 3 mastery ability).
3: Gain +3 Insight
5: Get +1k0 to the total of all Contested Rolls made using Courtier.
7: Gain +7 Insight
3: ???
5: You can re-roll without spending a Void Point.
7: You ignore the -10 penalty for re-rolling.
3: Gain +3 Insight
5: Get +1k0 to the total of all Contested Rolls made using Etiquette.
7: Gain +7 Insight
3: You can Raise once while playing someone at a game. If you beat them, you get +1k0 on one contested social skill roll you make against them within the next 24 hours.
5: You get +5 to the total of all Contested Games Rolls.
7: You may Raise twice for the purposes of the Rank 3 mastery ability, getting a +2k0 bonus if you succeed
3: Make second roll at no penalty
5: Get +5 to all Contested Investigation Rolls
7: You can make a third attempt at an Investigation roll
3: You gain a Lore emphasis for free. This does not count against the maximum number of Emphases you may have in this skill.
5: You can make a Lore check as a Simple action.
7: You can make a Lore check as a Free action
3: You gain a Medicine emphasis for free. This does not count against the maximum number of Emphases you may have in this skill.
5: The amount of Wounds healed on a successful Medicine roll is increased by +1k0.
7: The amount of Wounds healed on a successful Medicine roll is increased by +0k1. This stacks with the Rank 5 Mastery ability.
3: A successful Meditation Skill Roll restores up to 2 Void Points.
5: The TN for all Meditation (Fasting) Skill Rollsis reduced by 5.
7: A successful Meditation Skill Roll restores up to 3 Void Points.
3: You gain a Perform emphasis for free. This does not count against the maximum number of Emphases you may have in this skill.
5: If you rehearse before performing (which takes as long as the performance itself would), you can reroll a Perform roll with a -5 penalty.
7: You gain an additional point of Glory whenever a performance earns you Glory.
3: You gain +1k0 to all rolls made to determine whether someone is being Sincere.
5: Get +5 to all Contested Sincerity Rolls
7: You gain +0k1 to all rolls made to determine whether someone is being Sincere. This stacks with the Rank 3 Mastery ability.
3: You can make an Intelligence/Spellcraft roll against TN 15 as a Complex Action to identify the effects of a spell you hear being cast. For spells which take more than one round to cast, increase the TN by 5 per Complex Action remaining (e.g. if a spell will take 3 rounds to cast, the TN is increased by 10 on the first round).
5: Get +1k0 to all Spellcasting rolls
7: You can now identify spells with a Simple Action.
3: ???
5: All participants regain 2 Void Points rather than 1.
7: Following a successful Tea Ceremony which you lead, get +1k0 to all persuasive social rolls versus the other participants for one day. Persuasive means that you don't get the benefit to e.g. Intimidation.
3: Moderate Terrain no longer impedes movement, and movement across Difficult Terrain reduces the character’s Water Ring by 1 instead of 2.
5: The character no longer suffers movement penalties regardless of terrain.
7: The character may add 5 feet to the total of one Move Action per Round (this does not increase his maximum possible movement per round).
3: You get +1k0 to all rolls to detect ambushes.
5: The character adds his Battle Skill Rank to his Initiative Score during skirmishes.
7: Once per Mass Combat, you may select the Battle Opportunity.
3: The character may retain the result of a previous Defence / Refl exes roll rather than make a new roll if the Full Defence Stance is being maintained in subsequent rounds.
5: The character’s Armour TN is considered 3 higher in the Defence and Full Defence Stances.
7: One Simple Action may be taken while in the Full Defence Stance (no attacks may be made).
3: You can use the Full Attack stance while mounted.
5: You can mount a horse as a Simple Action, and dismount as a Free Action.
7: You can mount a horse as a Free Action.
3: You get +1k1 to all Fear rolls made against natural animals (many hunted animals have Fear ratings of 2).
5: The character receives a bonus of +1k0 to the total of all Stealth Skill Rolls made in wilderness environments.
7: You get +1k0 to all attack rolls with hunting weapons (bows and spears) while hunting.
3: You can ready a katana as a Free Action.
5: Gain one Free Raise to your Focus roll
7: Get +2k2 if you win the Assessment roll by 10 or more.
3: Increase unarmed damage by +1k0.
5: Get one Free Raise when initiating a Grapple.
7: Increase unarmed damage by +0k1 (stacks with the Rank 3 ability).
3: Chain weapons may be used to initiate a Grapple (see the Book of Earth)
5: Characters wielding a chain weapon gain a bonus of +1k0 on Contested Rolls against opponents who are entangled or Grappled via their weapon
7: Use of a chain weapon confers one Free Raise toward use of the Disarm or Knockdown Manoeuvres
3: Ignore 2 Reduction
5: Gain 1 Free Raise towards Knockdown
7: Damage dice explode on 9s and 10s
3: Gain +1k0 to all damage rolls
5: Ready a sword as a Simple Action
7: Damage dice explode on 9s and 10s
3: Ignore off-hand penalties
5: Gain 1 Free Raise towards Disarm with sai or jitte
7: Gain 1 Free Raise towards Extra Attack
3: String a bow as a Simple Action
5: Increase maximum range by 50%
7: Increase the Strength of your bow by 1
3: +1k0 to damage
5: Damage dice explode normally
7: +0k1 to damage
3: You gain a +5 bonus to Initiative if you start the round with no enemies adjacent to you.
5: Get +1k0 to damage versus mounted or large opponents
7: Ready a Polearm as a Free Action
3: If the distance between you and your target has been reduced by 10' or more since your last turn, you ignore 3 points of Reduction.
5: Increase Ranged range by 5’
7: Ready a Spear as a Free Action
3: Do not double opponent’s armour bonuses
5: Gain 1 Free Raise towards Knockdown
7: Ready a Stave as a Free Action. Small staves gain +1k0 to damage.
3: Ignore off-hand penalties
5: Increase Armour TN by 1
7: Increase Armour TN by 3 (stacks with Rank 5 ability)
3: You can train domestic animals
5: Command trained animals to attack
7: Train animals to obey non-verbal commands
3: You can appraise the value of an item with a TN15 roll (typical TN, some items have higher rolls)
5: Increase or decrease the price of an item you are buying or selling by up to 20%
7: You get +0k1 to all social rolls made against members of the merchant caste, or samurai who are focused on trade (e.g. Yasuki, Mantis, Ide Traders).
3: You can reroll any Craft roll once with a -5 penalty, but this increases the time taken by 50%.
5: You can reduce the time taken to craft an item by 10%.
7: ???
3: ???
5: Get +5 to all Cooperative/Cumulative Engineering rolls
7: ???
3: ???
5: Get +5 to all Cooperative/Cumulative Sailing rolls
7: ???
3: Get +1k0 to Forgery rolls to set the TN for Investigation rolls
5: Get +1k0 to detect forgeries
7: Get +0k1 to Forgery rolls to set the TN for Investigation rolls. Stacks with the Rank 3 ability
3: ???
5: Get +5 to all Contested Intimidation rolls.
7: ???
3: ???
5: You can conceal small weapons
7: ???
3: While using Stealth, move Water x 5 feet with a Simple Move Action
5: While using Stealth, move Water x 10 feet with a Simple Move Action
7: While using Stealth, you can make Free Move Actions/
3: ???
5: Get +5 to all Contested Temptation rolls.
7: ???